303 lines
15 KiB
Plaintext
303 lines
15 KiB
Plaintext
Compiled by Jim Hoxsey (jjhoxsey@vela.acs.oakland.edu).
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Special thanks to Mark Phaedrus (phaedrus@milton.u.washington.edu).
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"Whirlwind" and "Million Plus" are registered trademarks of Williams
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Electronic Games, Inc. (C) 1990 Chicago, IL.
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NOTE: These rules are compiled from hours on end of continuous play of
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"Whirlwind" and are as accurate as possible to the author's best
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knowledge. If there are any discrepancies, please notify the author.
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OBJECT OF THE GAME
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To move the storm to your area by hitting various direction
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targets. Lock two balls, and start Multiball by locking a third
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and/or hitting the 3-toll ramp.
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STARTING THE GAME
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One to four players can play. New players can enter the game
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by inserting coins and pressing Start until the end of the first
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ball; after that, pressing Start aborts the current game for all
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players and begins a new one.
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PLUNGER SKILL SHOT
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Shoot the ball from the plunger to hit one or more of the
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"FEEL THE POWER" drop targets. 100K for "POWER", 200K for "THE"
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and 300K for "FEEL". Hitting more than one target will add their
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values together.
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SO YOU MESSED UP...
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A ball that is launched and doesn't hit a single playfield
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target will be re-served. NOTE: This only happens on the FIRST
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time a ball is served for a player. This does not apply after a
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ball is locked or the ball ends up in the plunger lane by bouncing
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over the wall.
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MOVING THE STORM
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Scattered about the playfield are eight(8) targets. Two of
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each: NE (Northeast), NW (Northwest), SE (Southeast), and SW
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(Southwest). These are easily noted by either the letters on them
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or color: NE/Red, NW/Yellow, SE/Orange, and SW/Green. A target is
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spotted for the player when he launches his 'first' ball of each
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ball. The targets the player must hit are lit on the compass at
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the center of the playfield. Once all these targets are hit, lock
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will lite.
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After locking ball 1, the player must hit different targets to
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lite lock 2. After locking ball 2, Multiball will lite.
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The set of targets for the first Multiball can be hit in any
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order. From the second time on, only one direction can be hit at
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a time. Only when both of those targets are hit, will another
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direction lite.
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SKYWAY TOLLS
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Skyway Tolls are collected throughout the game. The number
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collected and how are:
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Skyway Ramp -- 1 or 2, depending on status of the "2 Tolls"
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lite.
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Cup -- 1.
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3-Toll Ramp -- Of course, 3.
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At the end of a ball, the player will recieve 2K for each
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Skyway Toll collected. No more than 99 Skyway Tolls can be
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collected. If 99 Skyway Tolls are collected, then the player has
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their "SKYWAY PAID FOR" and receive 200K (Plus a neat little tune)
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each time a ramp is hit.
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SKYWAY RAMP(Right)
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This ramp is used to advance Skyway Tolls and lock balls. Its
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entrance can be either open(down) or closed(up).
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When open, the ball will be returned to the left inlane, and
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either one or two Skyway Tolls will be collected. Going through
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the left inlane or going up the ramp will briefly lite 2 tolls.
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The Tornado Drop Target's value will also increase briefly. The
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point value of this ramp also increases with each successful run.
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It starts at 50K and increases by 10K each time up to a maximum of
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100K.
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When closed, the ball will land in a cup and be ejected toward
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the upper right flipper. One Skyway Toll will be collected for
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entering the cup.
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The ramp's current status depends on a number of things.
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Entering the Super Cellar Door (either lit or not lit) will toggle
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its status, unless Multiball of either flavor is in progress, in
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which case it will remain closed.
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In a one player game, the ramp will be open while regular lock
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is lit. In a two or more player game, the ramp will be open or
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closed while regular lock is lit depending on how many balls are
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physically locked to the number that the current player is trying
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to lock. If the number that are physically locked is greater than
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the number that the player is trying to get to, then the ramp will
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be closed. Otherwise, it will be open.
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If Multiball of either flavor is lit, the ramp will be closed.
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The ramp will be open at the beginning of a player's turn,
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unless one of the above rules applies to keep it closed.
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3-TOLL RAMP(Left)
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This ramp is used to collect 3 Skyway Tolls, spot a target (if
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lock isn't lit or Multiball isn't in progress), lite the Super
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Cellar Door, collect Million and/or Million Plus, and start
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Multiball. Its value starts at 50K and increases by 10K each time
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up to a maximum of 100K. This ramp returns the ball to a point
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somewhere near the lower SE target, usually on the right spinning
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platter.
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SUPER CELLAR DOOR(Yellow light)
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This amazing little device is quite useful. To lite the door
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temporarily, the ball must traverse the right inlane. To lite it
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permanently (until entered), the 3-Toll Ramp must be hit.
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Depending on the difficulty level of your machine, this may or
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may not be lit at the beginning of a ball.
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The awards that can be lit are labeled on the backglass just
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below the score display. The value can be changed using the
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spinner located to the right of the Skyway Ramp.
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Entering this target will toggle the status of the Skyway
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Ramp, unless lock is lit (or will be lit by the Super Cellar Door)
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in which case it remains closed. Also, one Cellar Visit will be
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awarded.
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The seven awards are:
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"LO PRESSURE JETS ALL AT MAXIMUM" -- Will increase the point
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value of the Lo Pressure Jets to 5K (flashing).
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"SUPER DOOR SCORE 500,000" -- Increases the player's score by
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500K.
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"EXTRA BALL IS LIT" -- Lites the extra ball target. Only lit
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until collected or ball is lost.
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"DROP TARGET AT MAXIMUM" -- Sets the value of the "FEEL THE
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POWER" drop targets to 100K.
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"QUICK MULTIBALL IS LIT" -- Lites Quick Multiball.
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"MILLION IS LIT" -- Lites the Million shot.
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"HI PRESSURE JETS ALL AT MAXIMUM" -- Will increase the point
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value of the Hi Pressure Jets to 5K (flashing).
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The Super Cellar Door is disabled during Quick Multiball or
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Multiball.
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When all seven values are collected, all values will flash,
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and the Super Cellar Door will lite. Entering the Super Cellar
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Door at this point awards MEGA DOOR BONUS. MEGA DOOR BONUS awards
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all seven values AGAIN as well as 2,000,000 points and lites ONE
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Special. NOTE: Extra Ball can only be collected from the Super
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Cellar Door about four times before it will no longer be
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collectable (it will automatically lite the box on the backglass).
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Also, Special can only be collected approximately twice. These
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values may differ on your machine, depending on difficulty setting.
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Once the MEGA DOOR BONUS is collected, the Super Cellar Door
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will award nothing until the current ball has been lost.
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THE CELLAR DOOR(Red light)
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This device is similar to the Super Cellar Door, but will not
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award anything except a Cellar Visit. Cellar Visits are worth 5K
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each and are cumulative through the entire game. The point value
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is awarded at the end of each ball. This is where the ball will
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come out if the ball enters it or the Super Cellar Door.
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It is also used to start Cellar Multiball. Cellar Multiball
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is only possible if Multiball was started, and no Million Plus was
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awarded. A player normally has 15 seconds after two balls are lost
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on Multiball to collect Cellar Multiball. Cellar Multiball is
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basically Multiball with only two balls. When the red light is
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flashing, enter the Cellar Door. A ball will be ejected to the
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plunger lane. Launch this and the 2nd ball will be ejected from
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the Cellar. Normal Multiball rules apply. Either the Super Cellar
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Door or the Cellar Door may be entered to start Cellar Multiball.
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"FEEL THE POWER" DROP TARGET
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These three drop targets are used for the Skill Shot.
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Dropping all three of these targets awards the drop value. It
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starts at 50K and increases to 100K in increments of 10K. Sweeping
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(hitting all three simutaneously) is 100K + current drop value.
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The drop value can be set to 100K immediately by using the Super
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Cellar Door.
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TORNADO DROP TARGET
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This drop target's value varies, depending on trips up the
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Skyway Ramp and the time between them. The initial value of this
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target varies depending on the difficulty setting. The values are
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50K, 75K, 100K, 150K, LITE QUICK MULTIBALL, and EXTRA BALL. Each
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trip up the Skyway Ramp lites the next highest value all the way to
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LITE QUICK MULTIBALL. Point values can be collected more than
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once, but Quick Multiball can only be collected once each time it
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is lit. See EXTRA BALLS to see how to lite the EXTRA BALL target.
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After a certain point, LITE QUICK MULTIBALL can no longer be
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lit.
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LO/HI PRESSURE JETS
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These bumpers are like any other jet bumpers on most Williams
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games. Their point value is advanced by the platter in front of
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the center Hi Pressure Jet. Hitting this target will advance one
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jet bumper. The values are:
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Unlit -- 1,000
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Lit -- 3,000
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Flashing -- 5,000
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When all bumpers are flashing, the platter is worth 100K. The
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bumpers can also be maxed out with the Super Cellar Door.
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THE FAN AND SPINNING DISKS
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What makes Whirlwind what it is. They usually are operational at
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the same times. When a lock of any flavor is lit, or when a Multiball
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of either kind is in progress. The fan does nothing to game play, but
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the disks will wreak havoc with the ball(s) in play. This sometimes
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produces quite interesting results, as well as frustrating ones....
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QUICK MULTIBALL
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Quick Multiball can be lit from either the Tornado Drop Target or
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the Super Cellar Door. It is started by locking a ball in the cup
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under the Skyway Ramp when Quick Multiball is lit. If none or one
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ball is physically locked, then a normal Quick Multiball is started:
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A ball is ejected into the plunger lane. When a playfield target
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is struck, the ball in the cup will be ejected. Unlimited Million is
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lit. This continues until one ball is lost. Direction targets can
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still be hit during Quick Multiball. The 3-Toll Ramp will award
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1,000,000, 3 Skyway Tolls, and spot a direction target (if any need be
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spotted).
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If two balls are physically locked, then normal Multiball will be
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started, except 1,000,000 will be awarded in addition to each Million
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Plus collected.
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After a certain point, Quick Multiball can no longer be lit from
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the Tornado Drop Target.
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LOCKING A BALL
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This will vary between one and two player games. In general, a
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player must 'lock' two balls before they can start Multiball. In a
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two or more player game, if a player does lock two balls, then fails
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to start Multiball, another player may 'steal' those balls with a
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Quick Multiball. Basically, before a player can play Multiball, there
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must be two balls physically locked. Physically locked balls are
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those that are sitting in the lock lane on the left hand side of the
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machine.
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Locking a ball will advance the Bonus Multiplier. The Bonus
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Multiplier will multiply the Skyway Tolls value at the end of a ball.
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The values are 2X, 3X, 4X, 5X, 6X+Lite Extra Ball, and 6X+Lite
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Special. The bonus multiplier will not exceed 6X. A player cannot
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'loose' the multiplier value if another player steals their locked
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ball(s).
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"FEEL THE POWER" MULTIBALL
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Multiball is started by locking two balls and then releasing them
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with a third. They can be released two ways, by hitting the 3-Toll
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Ramp (which will award 1,000,000 and three tolls), or locking a ball
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in the cup. The latter will only work up to a point, then Multiball
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must be started by hitting the 3-Toll Ramp.
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Once more than one ball is in play, Million Plus will be lit.
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Hitting the 3-Toll Ramp will score 2,000,000. This will increase by
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1,000,000 each time to a maximum of 10,000,000. If at least one
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Million Plus is collected before loosing two balls, normal play will
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resume. Otherwise, Cellar Multiball will lite. See CELLAR DOOR(Red
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light) for details.
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3-WAY COMBO
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Going between the Lo Pressure Jets to the upper right flipper,
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around the Hi Pressure Jets and back to the upper right flipper again
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and finally up the 3-Toll Ramp scores a 3-Way Combo (plus an awesome
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siren). The 3-Way Combo will score only 250K, as well as the points
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that the 3-Toll Ramp is currently worth. All these targets must be
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hit in order, with no other targets in between (except the neccessary
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direction targets and the spinner).
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EXTRA BALLS
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Extra Balls can be obtained only by hitting the Tornado Drop
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Target when Extra Ball is lit. There are three ways to lite Extra
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Ball:
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Skyway Tolls -- Depending on the setting of your machine, this
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can be from 5 Skyway Tolls to 50. Also, the number of 'stops' that
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will lite it can vary. For instance these can be 8, 35, 50, and 75.
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Or 35 and 50. Use the Instant Info feature to find out how many are
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needed. A tone will sound to let you know that Extra Ball is lit.
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Will remain lit until collected or remainder of game.
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Super Cellar Door -- Can only be collected a finite number of
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times, usually four: two from hitting it while lit and two from the
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Mega Door Bonus. No tone will sound to let you know it is lit. This
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will remain lit until collected or current ball is lost.
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Locking the 5th ball -- Once and only once. Will remain lit
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until collected or remainder of the game.
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SPECIALS
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Specials can be collected only from the outlanes. There are only
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two ways to lite Special:
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Mega Door Bonus -- Will only happen 1 or two times. Depending on
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the difficulty settings. Will only remain lit until collected or
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current ball is lost.
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Locking the 6th ball -- Once and only once. A tone will let you
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know it is lit. Will remain list until collected or end of game.
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If only one Special lite is lit, the lit lane will toggle between
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left and right each time a slingshot it hit.
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DIFFICULTY SETTINGS
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Oddly enough, I could not find anyways to determine the setting.
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Most features are set individually. You'll have to discover these for
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yourself.
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5-BALL MACHINES
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I've never seen one of these since 1980. I have no idea what
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options are changed if set for five balls.
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MECHANICAL FAILURES
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I currently only know of one mechanical failure that the machine
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can compensate for immediately. This is the Skyway Ramp. If it is
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left open (down) and will not rise, Multiball and Quick-Multiball can
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still be started. If the CPU sees three balls in the lock lane, it
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will start Multiball. This can, of course, wreak havoc in
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multi-player games. %)
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The Skyway Ramp will only award one Skyway Toll during Multiball
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of either type, or when the ramp should be closed during regular play.
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You will notice sometimes that the 2 Toll lamp will not lite when the
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ball enters the left inlane. This means that the ramp should be
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closed (raised).
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Written by Jim Hoxsey (jjhoxsey@vela.acs.oakland.edu)
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